Python Triangle Function Crashes Blender
I think you're calling triangulate() incorrectly.

From the Manual:


  triangle.triangulate(tri, opts='')
  Perform triangulation on the input data 'tri'. 'tri' must be a dictionary that contains the following keys:
  
  
  vertices - 2-D array that stores the xy position of each vertex
  segments - optional 2-D array that stores segments. Segments are edges whose presence in the triangulation is enforced (although each segment may be subdivided into smaller edges). Each segment is specified by listing the indices of its two endpoints.
  holes - optional 2-D array that stores holes. Holes are specified by identifying a point inside each hole. After the triangulation is formed, Triangle creates holes by eating triangles, spreading out from each hole point until its progress is blocked by PSLG segments; you must be careful to enclose each hole in segments, or your whole triangulation might be eaten away. If the two triangles abutting a segment are eaten, the segment itself is also eaten. Do not place a hole directly on a segment; if you do, Triangle will choose one side of the segment arbitrarily.
  regions - optional 2-D array that stores region attributes and areas.
  


It looks like triangulate cannot take a simple array, it has to be a dictionary.

Take this example from the Manual:

A = dict(vertices=array(((0,0), (1,0), (1, 1), (0, 1))))
B = triangle.triangulate(A)
triangle.plot.compare(plt, A, B)
plt.show()